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Patch #14: New Hostage Rescue mode (PvP) and more! • V1033 Community Test

Patch #14 is now live on the Community Test beta branch!

[h3]❓ How to join the Community Test beta branch[/h3]
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
[h3]🐞 Where to report bugs[/h3]
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!

[h2]Patch notes[/h2]
  • First public test release of Hostage Rescue PvP game mode (see accompanying notes below)
  • Tentative crash fix involving M4- and HK416-series animations
  • Optimized material usage on Run Down architecture meshes
  • Set lots of cull distances, merged various meshes in non-playable areas and reduced material usage on more architecture meshes
  • Tentative crash fix involving VOIP
  • Bug fixes for resurrect function
  • New admin resatme function to resurrect at the invoking player's position
  • Dedicated servers now load the localization CSVs again (fixes format commands like "X killed Y" in Deathmatch)
  • Fixed MOUT acronym definition in Small Town description
  • Added new Lua library call player.HasGameplayTag() to allow Lua script to check if a character has a GameplayTag set
  • Fixed vote change map problem (overlay was visible that shouldn't have been)
  • Further small tweaks to TAA settings
  • Made sure lights in spawn areas for Arena maps are on for all TOD
  • Turned off cast shadows on various smaller meshes
  • Removed light array from Small Town light switches (gets rid of log warnings)
  • Updated City: parse on nav mesh with new tool for adding nav mesh modifier(s), corrected collision on some misc static meshes e.g. skipping rope

[h2]Hostage Rescue (PvP): Rules of Engagement[/h2]
This patch introduces new PvP game mode Hostage Rescue!

It is currently only setup for Small Town, but as we test and refine it, it will be expanded to more maps. Keep in mind that larger player counts may not work particularly well in Small Town.

Here are the rules:

[h3]Hostage Rescue — Game Rules[/h3]
A random player of the attacking team has been taken hostage in one of the buildings, selected at random by the game mode. The defenders' movements are restricted to within that building, unless the hostage escapes it. The hostage player is hooded and cuffed, limiting their vision and world interactions.

Defenders can lead the hostage around the building or simply hold them in place by holding the Interact key (default F). They can also intimidate the hostage into silence by pointing a gun at them, but you will need two defenders to both lead/hold and intimidate the hostage at the same time.

Attackers can select any insertion point and will have to find the building where the hostage is being held — possibly with the assistance of the hostage making some noise with the Talk (VOIP) key (default V) — and then breach the building and rescue the hostage. If the hostage has their cuffs released by the attackers, they will regain a full range of movement and team communication (i.e. radio and text chat).

[h3]Win conditions[/h3]
ATTACKERS
To win the round, at least one attacker must escort the hostage to any of the available extraction points. Alternatively, attackers will win if the defending team is eliminated.

DEFENDERS
To win the round, the defending team must eliminate all attackers, or survive the assault until the time runs out.

› Any team that kills the hostage will instantly lose the match. Careful with those frags, people.

[h3]Building Assault[/h3]
If there are not enough players to start a Hostage Rescue round (default 3), then the stripped-down Building Assault mode will start, in which the defenders are still restricted to a building, but there is no hostage and the teams must simply eliminate each other. The gloves are off in this mode!
  • Admins can force the Building Assault mode, similarly to how Fox Hunt can be forced in DTAS.
  • Building Assault currently requires at least 2 players. Like DTAS/Fox Hunt, it is envisaged to spawn in an AI bot if only one player joins a round, but this has not yet been implemented.

[h3]Players and balancing[/h3]
  • We recommend 5–7 players minimum for a more satisfying Hostage Rescue experience.
  • Hostage Rescue uses quite aggressive auto-balancing to maintain fair teams, so make sure both your Red and Blue team kits are up to date.
  • Auto-balancing can be customized to be less aggressive if you don't mind uneven teams.

We kindly ask that testers give this new mode some special attention if possible, as we are interested to know what works and what doesn't — whether it's bugs or the game's rules and mechanics.

So keep the feedback and reports coming. We're very grateful for them!

Patch #13 — V1033 Community Test

Patch #13 is now live on the Community Test beta branch!

[h3]❓ How to join the Community Test beta branch[/h3]
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
[h3]🐞 Where to report bugs[/h3]
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!

[h2]Patch notes[/h2]
  • Added distance cull setting to base door blueprint with default of 2500 units
  • Added door handles to Compound, Small Town, Run Down and Tanker doors
  • Fixed dark splotchy lighting inside several buildings in Compound
  • Fixed some clipping issues with Combat Pants and Fleece Hoodie
  • Fixed some mesh culling issues on City and Run Down
  • Added black version of Specter DR 1x/4x
  • Added a variable length delay when turning on strobes, to desync them a bit
  • Added billboards to Sea Grass meshes (used in Depot too)
  • Texture size optimization (on assets used in Small Town, will be a small amount of crossover in other maps)
  • Mesh build setting optimization (again on assets used in Small Town, will be small crossover)
  • Removed inconsistent sprint related hack in AnimAction_Reload_Master
  • Updated handgun and PMM reloads to split mag check into compressed and non-compressed, as originally intended (fixes PMM mag check being played twice)
  • Hooked up firing & charge animations MK46 belt
  • Disabled multi-threading on AI light detector component (prefer stability over performance right now)
  • Crash fixes in modding manager relating to Lua state being used before initialized
  • Fix to skylight override volume where minimum light level was not set properly for AI light checks when exiting the volume(s)
  • Cleaned up some foliage in big rocks on Storage Facility
  • Made truck window glass in Compound not glow at night
  • Fixed strange particle collision, switched affected emitter from GPU to CPU
  • Fixed bug in Team Scores function
  • Fixed a few bad lighting channels on doors in Small Town
  • Fixed issue with UMP45 stock being offset
  • Updated MK8 CQBSS 1–8x LPVO: added proper reticle (M-TMR), tweaked magnification values and fixed magnification ring rotation
  • Updated Vudu 1–6x LPVO: reduced max reticle brightness and tweaked reticle color based on reference
  • Updated PSO-1M2 4x scope: removed eyecup to improve sight picture and added reticle illumination (for now, works like other optics — brightness levels rather than on/off like the real thing)
  • Applied subtle greenish-yellow tint to 1P78 Kashtan 2.8x and PSO-1M2 4x scopes (characteristic of Russian scopes)
  • Fixed magnification ring rotation on all LPVO-type scopes
  • Fixed some scopes using a static "fake glass" texture on the rear lens
  • Updated display names for scopes: removed brackets around magnification to make names shorter — e.g. ACOG (4x) is now ACOG 4x
  • Adjusted LOD distances on Sea Grass and allowed AI visibility blocking
  • Tweaked some light culling distances on Compound
  • Tweaked Mesh culling distances on Power Station and Run Down
  • Fixed a few collision issues on Creek
  • Standardized vehicle glass material between vehicles in maps
  • Streamlined some antialiasing (AA) settings to hopefully help with Temporal AA (TAA) issues
  • Fixed glowing window glass in Storage Facility
  • Visual adjustments made to the flesh bullet impact (VFX)
  • Fixed missing third-person PKM sound and updated Depot audio level
  • Fixed a few collision issues on 747 and PowerStation maps
  • Fixed character lighting in dark tunnel issue on Power Station
  • Cleaned up some light leaking in Docks
  • Auto balance routines moved to game mode Lua library
  • Using vote map change now merges game mode and mutator options set in the maplist with the standard game mode options
  • Fixed function name in WeaponRestriction mutator (weapon restrictions now working again)
  • Initial reticle sight brightness now depends on sun intensity (night = 1, day = 3, dawn/dusk = somewhere in-between)
  • Spectator night vision now usable if following character (because some follow camera modes can use it)
  • Changed way NVG eye light color is done to try avoid replication type issues and to simplify things
  • admin startround command should work a little better
  • Spawn behavior improved in cases where players are brought into a round without a valid insertion point selection (under-the-hood change)

Patch #12 — V1033 Community Test

Patch #12 is live for the Community Test beta branch!

This is a quick set of fixes for a few game breaking issues (with a couple content things thrown in).

Patch Notes
  • Added door handles to City doors
  • Replaced old STANAG mag with newer model
  • removed erroneous dump pouch from the BattleBelt_TF.kit file.
  • This should fix kit saving issues
  • Fixed reticle disappearing issue with AK105 using a riser and G33
  • Fix full auto loop bug caused when someone begins firing while you are / are not watching them, then stops firing while you are not / are watching them. This will need extensive testing.

Patch #11 — V1033 Community Test

Patch #11 is now live on the Community Test branch!

[h3]❓ How to join the Community Test beta branch[/h3]
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
[h3]🐞 Where to report bugs[/h3]
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!

[h2]Patch notes[/h2]
  • Added night-time reflection capture scaling to Depot and Docks
  • Turned off weather occlusion in master materials for possible performance boost
  • Fixed shotgun reload using incorrect bone when inserting a second shell
  • Fixed Eye Bias slider so it shows up as 0% to 100% again instead of 0 to 1%
  • Fixed destroyed doors interfering with firearm collision
  • Fixed Headset headband area clipping through Ball Cap (Reverse)
  • Added player.Teleport() lua function, and fixed up some inventory.XXX calls
  • Updated ACOG 6x48 optic with new model, and lowered scope shadow value on ACOGs
  • Updated ATACR 1–8x scope: added proper reticle textures and fixed adjustment ring rotation
  • Re-exported HK416D CQB to try to get rid of crash
  • Added option to disable immunity on spawn protection volumes
  • General material optimizations and deleted very old meshes/textures no longer used since Depot remake
  • Fixed up some bad mesh call distances and set light culling distance on tunnel lights in Power Station
  • Lots of behind-the-scenes stuff for upcoming Hostage Rescue game mode (PvP)
  • Added logic to prevent sneaky people manually adding stuff to kit that should not show up in Customize Operator screen
  • Fixed AI seeing and shooting through Ural 375 flatbed and canvas cover
  • Cleaned up some missing geo on a floor/ceiling mesh in Small Town
  • Fixed various mesh culling distance issues in Depot
  • Added door handles to Power Station doors
  • Lots of AI fixes, including making bots less idle in Deathmatch
  • Stopped AI being so polite with doors while attacking; now will just go through them
  • AI that have switched to a sidearm due to their primary being empty will now switch back if they haven't seen their current enemy in a bit
  • AI should do the enemy-line-of-sight shuffle a bit less
  • Navigation improvements to Arena and Arena 2
  • Fixed roughness not being hooked up properly in a master material
  • Slightly lowered IR illuminator brightness in both modes

That's it! Keep the reports/feedback coming and have a bangin' weekend, everyone.

Patch #10 — V1033 Community Test

Today's patch for the V1033 Community Test beta branch has more updates to lighting, skins, audio and more.

[h3]❓ How to join the Community Test beta branch[/h3]
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
[h3]🐞 Where to report bugs[/h3]
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!

[h2]Patch notes[/h2]
  • Tweaked Distance Field Ambient Occlusion (DFAO) settings globally
  • Partial fix for crazy VFX stuff happening at map origin
  • Disabled Subsurface Scattering (SSS) globally
  • Fixed light portals in Run Down, City and Tanker
  • Upped skylight on Run Down a bit
  • Fixed Ready Room (RR) lights getting shot out
  • Overhaul of skylight override volumes to balance day and night better (see Storage Facility tunnels and Run Down basement)
  • Fixed bad laptop in Docks (Intel Retrieval game mode)
  • Fixed grouped lights so that changing time of day won't switch on lights that have been switched off at a power box
  • Fixed tedious bug where you see a blue transparent wall in low-light conditions
  • Moonlight made a bit bluer
  • [FIRST PASS] Added options to manually cycle bolt- and pump-action weapons (currently M24 sniper rifle and SDASS shotgun) in Settings › Controls
  • Gun tail audio change and VOIP remixed
  • Cleaned up mesh intersection issues with helmet chin straps and the Balaclava
  • Deleted old/hidden meshes in Creek
  • Tweaked some light cull distances in Compound
  • Fixed Vudu 1–6x not properly switching reticles for all magnification levels
  • Removed the target cameras/screens from The Farm's shooting range, and replaced old sandbag meshes with updated ones
  • Tweaked grey skin for Combat Shirt and Combat Pants: now a lighter grey with black secondary colors
  • Created grey skin for ACU Coat and Tactical Pants
  • Fixed the Combat Shirt's cuff and arm velcro patches being assigned different colors
  • Fixed subtle red-tinted areas in Combat and Tactical Pants
  • Added reflection capture scaling option, currently applied to Power Station so less blue ghosting at night
  • Created additional effect type for bullet casings
  • Adjusted max bullet impact instances from 30 to 7
  • Fixed laser flare material being visible while sprinting
  • Deleted deprecated (unused) pouch blueprint